14,507 Commits over 2,831 Days - 0.21cph!
More refactoring, entirely remove the Vine class
Vine mountable now tracks all state once spawned, isn't destroyed on player dismount
Provides much simpler client side vine visual management
Draw debug arrows for vines
Move responsibility for storing destinations to the Vine, not the LaunchPoint
Vine now tracks if it is at it's start location or a destination, when at a destination can only swing back to origin
Fixed fridge power light going off when being reskinned
Added a new "IgnoreSkinReplacement" tag to opt out renderers from the skin system
Set Incapacitated player flag to false when respawning
Fixed max health hardcoded to 100 in BasePlayer.MaxHealth (no gameplay change)
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Removed hidden storage adaptor mesh inside the hopper
Change roll logic to only use a single roll rather than subsequent rolls for each armour slot. Should increase number of armour slots
Fixed hopper not draining batteries, now has 8 power consumption at all times
Removed some TriggerHurt logs
Created a custom bee trigger hurt to support modifying the hurt info
Fixes PvE
Merge from crafting_slots_rolls
Applied matching armour slot settings to knight pants and hat
Fix logic not respecting minimum slots
Assign OwnerId to bee swarms spawned from grenades
Increase max LOD count for LOD converters
Fixed cooking workbench client NRE
Reapply cooling and warming tea recipe produced item
Merge from coop_monument_fix
Merge from crafting_slots_rolls
Adjusted logic to support items with different caps (eg. metal facemask). If an item has a maximum of 1 armour slot then it will now be a 50% chance of a slot appearing and 100% while the crafting tea is active
Fixed orchids, roses and sunflowers having bait value
Fixed being able to deploy chicken coops in monuments
Merge from crafting_slots_rolls
Adjusted how armour crafting slots are calculated
Compatible items now have a 50% chance of getting a slot at all, if that succeeds they then have a 30% roll for two slots and 20% roll for three slots
If the crafting quality tea is active then the first 50% roll is bypassed, assuring a minimum of 1 slot on every item
Changed the planter block over to use an entity list object rather than duplicating the list across every planter
Added the small planter to the list, was missing from all planters
Merge from crafting_update
Fixed errors when a hopper was destroyed or picked up while items were being moved
Items will now drop to the ground as expected
Merge from crafting_update
Fixed being able to loot locked fridges
Client side clear_bushes command will now call the server side clear_bushes_radius convar as well, passes the debug camera position if it's active
Both commands now return how many were deleted
Added a clientside clear_trees convar that just calls the server side convar with the debug camera position if it's active
Added client.clear_bushes, clears the client only foliage bushes spawned via the decor system. Accepts a radius parameter
Merge from crafting_update
Fixed case where the client would have out of date refrigeration status when dragging items between storage containers
Merge from crafting_update
Only apply the better genes modifier when planting seeds, not clones (was shuffling clone genetics)
Fixed spoiled horse meat incorrect despawn time
Wrap OnDestroy in WaterCollision to stop NRE's
Chicken names no longer appear if streamer mode is on
Fixed fridge not lighting up when powered
Added debug.FoodSpoilingInventoryHours convar, applies the given number of hours to all spoilable food in the players inventory
Fixed bee grenade vm not working with vm camera